समाचार

Glorious news, everyone! Units and cities now have the ability to detect stealth. Detection radius is based on visibility range and is different for land/naval/air units. If a hidden unit is within enemy's detection radius at the beginning of a turn, it will become visible to the enemy and his allies. Next turn, if it's outside the radius, the unit becomes invisible again.

Thanks to some great ideas from our players, we decided to split big countries into smaller ones, to make the areas more playable. USA, Canada, Brazil, Russia, China and Australia all got split, adding 37 new 'countries'. For all game purposes, they are separate countries, however, we decided to keep the original county's flag and name, to underline that these are, basically, just regions of one big country.

In the process, we used official country divisions as a guide, only making a few alterations (like combining Victoria and Tasmania in Australia). Unfortunately, most official regions have incredibly dull names (especially China, where all regions are named Southeast, Northwest etc), so we deviated in some cases, with Texas, Ontario and British Columbia, for example, which actually contain more states than the name suggests.

Team games: when creating a game you can set 2 to 4 teams - players in these teams will be permanently allied, with no other diplomacy options (rejoice, whoever wanted unbreakable alliances!). In the future this will also allow clan vs clan games. After players join the game, the team is assigned automatically, but you can change it in the players list in the lobby and in the country selection menu in the game. New tab, Teams, has been added to the players menu in the team games, instead of Diplomacy.

Private games: you can now lock your game with a password. Additional menu has been added when creating a game, with password and team options. These options cannot be changed later.

It's now possible to change Strategy after starting the game, in the country selection menu.

Disconnects during the game are now quickly reconnected automatically, without even throwing you out of the game. Hurray for uninterrupted gameplay! (This only works if you reconnect during the same turn)

Turn time is now re-synced in the beginning of a turn, making the timer more accurate.

Now if you intercept an Air Transport, the units it carries will not participate in the battle, and will be destroyed with the transport.

Guerrilla Warfare strategy - gives a huge boost to Militia, reduces the cost of Marines by half, and severely reduces attack and defence for Tanks and Infantry. Very handy when playing in low-income areas, like Africa.

All captured cities will now initially have their income at 20%. It will will increase by 20% each turn you're holding the city. On foreign territory the initial income is 5%, increasing by 5% every turn. After you reach 100%, the increase will be 1%.

This is done to make the transition more realistic and to make players invest in protecting their cities. Once your city income reaches, for example, 120%, you probably wouldn't want it to reset back to 20% (which will happen if another player takes the city).

While it will now take 4 additional turn for your new city to reach its previous potential, it's now possible to go over 100%, and even cities on foreign territory will bring some income as well.

New game options: "Allow rejoining" - to allow/disallow players to rejoin the game they finished (lost or quit). "100 additional cities" - switches on all the currently disabled cities and countries.

Highly customizable Victory conditions. New options: capture a Neutral country to win, require players to hold the capital/country x number of turns to win. Victory objective is now visible in a tooltip in the games list, as well as in the Game options menu in game.

Flood control in the chat. Sorry about the inconvenience, but spamming was getting out of hand. Also messed with chat colors again.

Games are automatically saved - so even if the server restarts, you can return back to your old game safely! This also opens future opportunities to save/load games manually and to create scenarios.

User stats menu, in which you can see the stats for all units in the game, with current Strategy modifiers.

New top toolbar menu - we had to place additional buttons there, and keeping the labels proved impossible. Hopefully you still find it easy to use - plus, Surrender and Exit buttons are easier to access now.

Allied players can now transfer cash to each other (through the Players menu). Transferring troops is currently on hold, until we figure how to avoid its abuse.

Game 'ownership' is now passed automatically if the game creator is no longer playing.